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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 12:02:06 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 13:47:50 +0000
commit1d77f1ca38f88b79a39b418fe3dc7899887d186a (patch)
tree03c59728039e1eaa56924d088a2b256f9a0cd2e0 /gfx/gl
parentRename shader source in keeping with glsl expectations (diff)
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Tidy networkCurve shaders
Arrays for start/end position/angle, smaller centre position, dynamic segment count based on max error, calculate distance in tessellation evaluation, use start/end position directly to avoid rounding errors at joins. See https://schneide.blog/2025/05/21/calculating-the-number-of-segments-for-accurate-circle-rendering/
Diffstat (limited to 'gfx/gl')
-rw-r--r--gfx/gl/shaders/networkCurve.geom8
-rw-r--r--gfx/gl/shaders/networkCurve.tesc38
-rw-r--r--gfx/gl/shaders/networkCurve.tese31
-rw-r--r--gfx/gl/shaders/networkCurve.vert22
4 files changed, 52 insertions, 47 deletions
diff --git a/gfx/gl/shaders/networkCurve.geom b/gfx/gl/shaders/networkCurve.geom
index 1002fd4..4a5b3db 100644
--- a/gfx/gl/shaders/networkCurve.geom
+++ b/gfx/gl/shaders/networkCurve.geom
@@ -1,15 +1,17 @@
#version 460 core
+layout(lines) in;
+layout(triangle_strip, max_vertices = 10) out;
+
flat in ivec3 pos[];
flat in mat2 rot[];
flat in float tpos[];
+flat in float dist[];
-layout(lines) in;
-layout(triangle_strip, max_vertices = 10) out;
include(`networkCommon.glsl')
void
main()
{
- doSeg(segDist(pos[0], pos[1]), pos[0], pos[1], tpos[0], tpos[1], rot[0], rot[1]);
+ doSeg(min(dist[0], dist[1]), pos[0], pos[1], tpos[0], tpos[1], rot[0], rot[1]);
}
diff --git a/gfx/gl/shaders/networkCurve.tesc b/gfx/gl/shaders/networkCurve.tesc
index 4221e64..5a6e449 100644
--- a/gfx/gl/shaders/networkCurve.tesc
+++ b/gfx/gl/shaders/networkCurve.tesc
@@ -1,43 +1,37 @@
#version 460 core
layout(vertices = 1) out;
-flat in ivec3 apos[];
-flat in ivec3 bpos[];
-flat in ivec3 cpos[];
+
+flat in ivec3 pos[][2];
+flat in ivec2 cpos[];
flat in float reps[];
-flat in float aangle[];
-flat in float bangle[];
+flat in float angles[][2];
flat in float radius[];
-flat out ivec3 c_apos[];
-flat out ivec3 c_bpos[];
-flat out ivec3 c_cpos[];
+flat out ivec3 c_pos[][2];
+flat out ivec2 c_cpos[];
flat out float c_reps[];
-flat out float c_aangle[];
-flat out float c_bangle[];
+flat out float c_angles[][2];
flat out float c_radius[];
-int
-min2pow(float target)
+float
+segments()
{
- int x = 1;
- while (x < target) {
- x <<= 1;
- }
- return x;
+ const float arc = angles[gl_InvocationID][0] - angles[gl_InvocationID][1];
+ const float error = 100.;
+ const float diff = acos(1.f - (error / radius[gl_InvocationID]));
+ return clamp(arc / diff, arc, 180);
}
void
main()
{
- c_apos[gl_InvocationID] = apos[gl_InvocationID];
- c_bpos[gl_InvocationID] = bpos[gl_InvocationID];
+ c_pos[gl_InvocationID] = pos[gl_InvocationID];
c_cpos[gl_InvocationID] = cpos[gl_InvocationID];
c_reps[gl_InvocationID] = reps[gl_InvocationID];
- c_aangle[gl_InvocationID] = aangle[gl_InvocationID];
- c_bangle[gl_InvocationID] = bangle[gl_InvocationID];
+ c_angles[gl_InvocationID] = angles[gl_InvocationID];
c_radius[gl_InvocationID] = radius[gl_InvocationID];
gl_TessLevelOuter[0] = 1;
- gl_TessLevelOuter[1] = min2pow(reps[gl_InvocationID]);
+ gl_TessLevelOuter[1] = segments();
}
diff --git a/gfx/gl/shaders/networkCurve.tese b/gfx/gl/shaders/networkCurve.tese
index a02503c..82e6a13 100644
--- a/gfx/gl/shaders/networkCurve.tese
+++ b/gfx/gl/shaders/networkCurve.tese
@@ -1,17 +1,22 @@
#version 460 core
+
layout(isolines, equal_spacing, cw) in;
-flat in ivec3 c_apos[];
-flat in ivec3 c_bpos[];
-flat in ivec3 c_cpos[];
+uniform ivec3 viewPoint;
+
+flat in ivec3 c_pos[][2];
+flat in ivec2 c_cpos[];
flat in float c_reps[];
-flat in float c_aangle[];
-flat in float c_bangle[];
+flat in float c_angles[][2];
flat in float c_radius[];
flat out ivec3 pos;
flat out mat2 rot;
flat out float tpos;
+flat out float dist;
+
+const float startTolerance = 1. / 200.;
+const float endTolerance = 1. - startTolerance;
mat2
getRot(float angle)
@@ -22,9 +27,19 @@ getRot(float angle)
void
main()
{
- float angle = mix(c_bangle[0], c_aangle[0], gl_TessCoord.x);
- int height = int(mix(c_bpos[0].z, c_apos[0].z, gl_TessCoord.x)) - c_cpos[0].z;
+ const float angle = mix(c_angles[0][1], c_angles[0][0], gl_TessCoord.x);
rot = getRot(angle);
+ if (gl_TessCoord.x < startTolerance) {
+ pos = c_pos[0][1];
+ }
+ else if (gl_TessCoord.x > endTolerance) {
+ pos = c_pos[0][0];
+ }
+ else {
+ const int height = int(mix(c_pos[0][1].z, c_pos[0][0].z, gl_TessCoord.x));
+ pos = ivec3(c_cpos[0] + ivec2(rot * vec2(c_radius[0], 0)), height);
+ }
+
tpos = c_reps[0] * gl_TessCoord.x;
- pos = c_cpos[0] + ivec3(rot * vec2(c_radius[0], 0), height);
+ dist = length(vec3(viewPoint - pos));
}
diff --git a/gfx/gl/shaders/networkCurve.vert b/gfx/gl/shaders/networkCurve.vert
index 9cf149b..7e363d3 100644
--- a/gfx/gl/shaders/networkCurve.vert
+++ b/gfx/gl/shaders/networkCurve.vert
@@ -1,29 +1,23 @@
#version 460 core
-layout(location = 0) in ivec3 v_apos;
-layout(location = 1) in ivec3 v_bpos;
+layout(location = 0) in ivec3 v_pos[2];
layout(location = 2) in ivec3 v_centre;
layout(location = 3) in float v_reps;
-layout(location = 4) in float v_aangle;
-layout(location = 5) in float v_bangle;
+layout(location = 4) in float v_angles[2];
layout(location = 6) in float v_radius;
-flat out ivec3 apos;
-flat out ivec3 bpos;
-flat out ivec3 cpos;
+flat out ivec3 pos[2];
+flat out ivec2 cpos;
flat out float reps;
-flat out float aangle;
-flat out float bangle;
+flat out float angles[2];
flat out float radius;
void
main()
{
- apos = v_apos;
- bpos = v_bpos;
- cpos = v_centre;
+ pos = v_pos;
+ cpos = v_centre.xy;
reps = v_reps;
- aangle = v_aangle;
- bangle = v_bangle;
+ angles = v_angles;
radius = v_radius;
}